I ended up programming a windows-like window system for my opengl engine. Every window gets a new glViewport as well as a call to glOrtho to setup a plain 2d resolution with the size of the window.
For example: The window has 100x100 pixels.
I set up glViewport with the correct window size. Now I do a call to glOrtho, with parameters 0 for left, 0 for top and width and height for the remaining viewport planes.
Now, I end up creating some rectangles for the window-frames, but some lines simply draw over the others even if I specify their coordinates with 1 distance (which should be 1 Pixel - theoretically?).
Any ideas are appreciated!
Hey dmy!
I think I know you from the old board!
Cool to see some known faces here, because the nicks I see here now are all a bit confusing and they make the board look somewhat unprofessional…
I’ll try your thoughts! The pixel centering with 0.5 in each direction didn’t work when I tried but I’ll try that integer one. If that doesn’t help, that destroys my view of actual accelerators/vendors. BTW: I’ve got still my Viper550 with RivaTNT on Detonator 2.08. Is that known to be unprecise?
Well, I have the same gfx card as you, but I still remenber that the texel midpoint was set to something like 0.2 to 0.3 in older versions of the driver.
Hey man!
Oh my god! Trying to change FPU mode? Isn’t that a bit dirty? Oh well, anyway. How to do that? Is it bad to drop the precision? I mean, my C manual told me that the float type would take 4 bytes, why does the compiler use 8 then? Wouldn’t that be the double type? I’m not too much into the theories of pc’s/cpu’s so can anybody tell me?
Hehehe, somebody may call it dirty, I think it is cool
Well, let me explain, it doesn’t have anything to do with your compiler (it still generates 4bytes for a float).
It is only affecting the internal behavior of the fpu. By default a float (32bit) is converted into a double (64bit) when loaded into the fpu then your operations are excuted and when you store the result as a float again, it is converted back to 32bit acordinf to the rounding mode you specified.
And the good think this converion is for free (means takes no extra cycles).
I can send you some code to do it, If you really want “dirty code”
It’s been a long time since we heard something from you !!!
I am a bit curious and I wondered if you tried your code on various machines/graphics cards to see if the behaviour was the same in every case…
Well, this is of no help to you but, as I said, I was a bit curious !
Hey guys! Well it has been a long time… I’m still havin’ that problem, and I have no other graphics cards here (tell my parents my allowances would not be enough if you like).
But more basically, I wanted to say hello to all I know!!!